Dragonsbane (Inactive)

Game Master Neverithian


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Rogue 1 | HP 9/10 | AC: 15 T:13 FF:12 | F:0 R:+5 W:+1 | CMB+2 CMD 15 | Init. +3 | Perception: +8

Round 1
Initiative = 21
Celebnen will be in slot 3 although behind Cydfird

Celebnen continues to move silently within the shadows of the surrounding brush. He closes the distance between him and the ruffians trying to circle them and prepares to throw a dagger.

Move 20 ft - not sure where that positions me in terms of slots - and ready an action to throw my dagger at the first ruffian who attacks anyone in the party. Trying to catch them flat footed


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

Initiative 21
"I have never liked abstemious people!"
Reacting before the enemies Cydfrid moves 30' back (into Slot #2) and casts Bless on all of his companions, asking The Lucky Drunk for help.

Bless wrote:
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

He keeps the closed wine bottle in his hand as his only weapon.


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

Re'Tulan stays where he was and lets fly against the fat man. Bow attack w/bless: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d8 + 2 ⇒ (3) + 2 = 5

"Surrender or this will be your end."


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

Seeing his spell has failed for the moment, but hoping they fall down in a bit, Rennec shoulders his crossbow and fires.

"Beware the grease around them, if you enter it you are as likely to fall as they are"

Firing at the fat man as well, lets hope I can hit flat footed AC!

L.Crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
L.Crossbow Damage: 1d8 ⇒ 7


Burly Men and the Ransacked Tent
Round 1

Group Initiative: 1d20 ⇒ 18
Enemy Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Actions
Minutae: Telthes, is that an intimidate check? I assumed it was. Celebnen, the men definitely attack so you can roll a readied attack during your next turn as well as take an action. Re'Tulan, you have an additional attack to make since you get your readied action from Round 0 and an action this round.

With two quick shots, an arrow, and a bolt, the fat man falls clutching at his wounds. The tall man roars in rage and advances quickly forward, attempting to maneuver around the grease though not seeing Celebnen and seems intent on pursuing Cydfrid and the others.

Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13

The Tall Man is easily flanked now.

One down, one to go... I'm going to need minions with tougher health... or more Intelligence and Initiative.

Summary
Slot 1: Rennec, Re'Tulan, Telthes
Slot 2: Cydfrid
Slot 3: Celebnen, Burly Man (Tall)
Slot 4: Corpse (Fat Man), Grease Spell

END OF COMBAT ROUND 1


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

Cydfrid delays.
Remember he casted Bless, you have a +1 to attack.


Male Ifrit Paladin 1

Telthes will double move towards the surviving enemy. Which should put me in slot 2 able to charge if needed next turn.


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

"Ha, I actually managed to hit one!"

Rennec will then reload his crossbow and fire again, this time at the Burly Tall Man.

Light Crossbow: 1d20 + 3 ⇒ (14) + 3 = 17
Light Crossbow Damage: 1d8 ⇒ 8

Hope that hits!


Rogue 1 | HP 9/10 | AC: 15 T:13 FF:12 | F:0 R:+5 W:+1 | CMB+2 CMD 15 | Init. +3 | Perception: +8

Watching tall man charge at the inebriated priest he flings his dagger at the man's back.

Thrown Dagger: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Not pausing to see if the first dagger he draws his elven blade and waits to see if he has the tall man's attention.

move action draw elven blade. Std action ready to attack the tall man if he comes within range of my elven blade


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

Hoping the man will surrender after felling his comrade, and not accustomed to so much violence, Re'Tulan will hold action as he watches events unfold. "Please stop fighting! We don't want to kill you, but we will defend ourselves!" Re'Tulan pleas


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

I forgot to add the +1 from bless, my attack roll should be an 18 to hit, 8 damage


Burly Men and the Ransacked Tent
Round 2

Group Initiative: 1d20 ⇒ 18
Enemy Initiative: 1d20 + 2 ⇒ (3) + 2 = 5

Actions
Another bolt from Rennec finds its mark as Celebnen's dagger imbeds itself in his back (flat footed AC). The man collapses with a gurgle and a grunt.

Summary
Each player receives 100 XP for having defeated the two foes.

END OF COMBAT ROUND 2, END OF COMBAT

A thorough search of the bodies or tent reveals that the men were obviously looters. Thugs and rogues such as these are rare around Order protected places but men and women of all types still live in the Vale.

The contents of tent amount to little more than scraps of cloth, scattered coins (21 gp in all) and a small gemstone, amber in hue.

The interior of the tent is likewise ransacked... except for swathes of brown fur. The same as that of the vial.


Male Ifrit Paladin 1

"I will hold onto the gemstone until we determine who it belongs to. Strange that this fur is here as well, could this tent belong to the man we are looking for? Also we should probably bury or burn the bodies, even thieves don't deserve to be left to rot like that."


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

Thrilled at his effectiveness, Rennec wonders why he has magic at the moment. Upon seeing the gem, he wishes to ensure that it is arcanely harmless, and cast detect magic upon it. If the gemstone is not magical he will then sweep the entire area for good measure. If hte gemstone does detect as magical, he will focus on it to learn more about it.

"Allow me to check the stone over before you touch it Telthes. It is probably ordinary, but one can never be too careful. Also, I agree with you about burning or burying these men, what tools do we have to do this with, as I will gladly help"

Also, I will appraise the gemstone 1d20 + 4 ⇒ (11) + 4 = 15


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

"I'll bury them."
Cydfrid gets to the grim task.


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

Re'Tulan will search the tent thoroughly, looking for any sign of Sir Richmond. Perception: 1d20 + 8 ⇒ (11) + 8 = 19 "Yes it is strange to see that fur here also. I wonder if this was Sir Richmond's tent. "

After searching the tent Re'Tulan will look for tracks leading away from the tent.Survival: 1d20 + 5 ⇒ (9) + 5 = 14


Rogue 1 | HP 9/10 | AC: 15 T:13 FF:12 | F:0 R:+5 W:+1 | CMB+2 CMD 15 | Init. +3 | Perception: +8

Celebnen follows Re'Tulan's lead and starts to search the tent for anything of note and scoffs at the idea of burying these curs.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

"Would be better to strip these ruffians of their goods and let the wild take it's course"

After searching the tent he finds Re'Tulan outside looking around the camp. He pauses as an idea forms in his mind.

He begins to look for clues or anything out of the ordinary around the campsite.

signs of a struggle, something that might have fallen to the ground, signs of digging in case something was buried or tree hollows where items could be hidden

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


The gemstone radiates nonmagical but appears to be a valuable fragment of sunstone. Judging by its luster, you can safely assume it is worth upwards of 200 gp.

A thorough search of the tent reveals the worse. The tent did indeed belong to Sir Richmond, a change of clothes and Order of the Dragon badge all but confirms this. There are no new notes or maps however. Nevertheless, your current map still has the route left to explore and you're apparently not far off from the labeled area.

There is no sign of a struggle however, the men who attacked you were likely little more than haggard thugs, seeking to pilfer Sir Richmond's belongings.

However, Celebnen does discover a recently dug hole. Within it, you discover a small wooden coffer.

Do you open it?:

The contents of the coffer consist of three labeled potions of cure light wounds and a vial of antidote. Most likely Sir Richmond kept this coffer buried as insurance when out in the field.


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

Rennec will open the coffer and inspect the contents.

"Guys it appears that we have lucked into a stash of healing potions and antidotes. I would suggest that every one but myself and Cydfrid take one of the healing potions, as you are more likely to be in the melee with no way to heal yourselves, and that Cydfrid takes the antidote so that he can administer it to whoever may end up in need of it."


Rogue 1 | HP 9/10 | AC: 15 T:13 FF:12 | F:0 R:+5 W:+1 | CMB+2 CMD 15 | Init. +3 | Perception: +8

Nods at Rennec, "Sage advice Rennec. Re'Tulan can you determine how long since this camp was used by Sir Richmond?"

Celebnen stores the healing draught in his backpack.

"I suggest we make use of this camp for tonight. If more ruffians come hopefully our numbers will deter them from any unwise actions."


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

Cydfrid finish to bury the bodies, and make a toast on top of the graves, letting a little bit of wine fall into the earth.
"May somebody drink for us when our time comes."
He thinks is a good idea to camp there, and look for Sir Richmond the next day.


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

Survival: 1d20 + 5 ⇒ (8) + 5 = 13 To determine time frame of last time this camp was in use.

"I think I can let me look around a bit more."


The ransacked camp has seen some recent activity from the bandits, but by the state of things, you can assume that Sir Richmond hasn't used the tent in at least two or more days.


Male Ifrit Paladin 1

"If Sir Richard is still alive can we afford to wait to continue the search?"


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

"I suggest we head out now, we are still well prepared and with few resources spent. The sooner we can contact Sir Richmond the better"


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

"Let's go then."


Rogue 1 | HP 9/10 | AC: 15 T:13 FF:12 | F:0 R:+5 W:+1 | CMB+2 CMD 15 | Init. +3 | Perception: +8

"Agreed we will continue our search then."

GM: What is the current time?


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

"Very well, I shall take the lead. I am a well versed tracker and guide." Re'Tulan follows the map Knowledge Geography: 1d20 + 11 ⇒ (3) + 11 = 14 and looks for any tracks on the way Survival: 1d20 + 5 ⇒ (20) + 5 = 25


It is currently about early noon let's say. Still plenty of travel time.

As you set out on the trail, Re'Tulan easily guides your way through the area, picking up a boot trail without any trouble. It dates back to a day or two ago, so there's a fair chance that it belonged to Sir Richmond.

An hour or so passes and the sun passes beyond its highest point as you find yourself in a small glade, amid the ruins of an old watch tower in the wood. The trail ends here for now.

The watch tower is a crumbled affair of stone and burnt timber. Great molten gashes mar the sides of many of the fallen pieces scattered about the glade. A faint smell of sulfur and smoke lingers here.

The watch tower's base floor seems to be the only one intact. The other floors have been smashed apart and many of the pieces lie scattered around and broken.

A single unlit lantern has been placed beside the door leading into the watch tower's only floor, two jars placed beside it.


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

Perception: 1d20 + 2 ⇒ (3) + 2 = 5
K(History): 1d20 + 10 ⇒ (6) + 10 = 16

Rennec will look around for any type of movement or evidence of living (or undead) creatures in the area as he moves towards the door of the tower, he also tries to remember anything about a tower that stood and fell against the predations of a dragon in the area

Rennec slowly approaches the door of the tower Hopefully with the others along with him

"What do you make of this place?" He asks his companions


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

Cydfrid uses his hands to make a tunnel for his voice.
"Hello! Sir Richmond? Are you there?"


Male Ifrit Paladin 1

"Great tragedy has struck this place and not too far in the past if my nose is telling the truth."

As he speaks Telthes checks the lantern and jars to see if the lantern is full and what is in the jars.


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

Re'Tulan is excited, but concerned about the ruins. Wow, ruins just like in my mother's stories, but I need to be cautious there are bad men out and Sir Richmond is an enigma. Re'Tulan crouches down and finds a decent overwatch position behind some ruined piece of wall and does his best to hide should someone other than Sir Richmond react to the calls.Stealth: 1d20 + 4 ⇒ (20) + 4 = 24


No one echoes back your calls. Rennec's historical knowledge bears fruit however.

This was once a watchtower belonging to the order, destroyed a quarter century ago by one of Garagun's brood. The claw marks are telltales signs of a dragon attack and the charred, pitted rock and wood easily identifiable as having been melted.

All in all, it's a fine testament to a magma dragon's potential.

Furthermore, Rennec remembers that many such watchtowers were constructed downwards as well above. With the bottom level intact, chances are the understructure may still be unharmed... and perhaps that is where Sir Richmond has found himself trapped. Or worse.


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

"Seems he is not there, or he can't answer. Let's go look for him."
Cydfrid tries to enter the ruins, and look for Sir Richmond.
Perception Check: 1d20 + 2 ⇒ (17) + 2 = 19


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

Rennec will tell the others what he has remembered of this place, and that there may be an under structure to it that could be explored.

"I agree Cydfrid. It seems there is no sign of him out here so into the tower we must go. I suggest that Celebnen and Re'Tulan take the lead and we follow behind, as us others are ill outfitted for quiet endeavours"

With that Rennec approaches the door to the tower,

"Before we enter, I would cast a minor spell on you Celebnen and Re'tulan, called message. It will enable us to whisper a conversation between either of you and me, though you will not be able to talk to each other. In this way we can all remain in contact without being to loud and even out of line of sight."

If the two allow it, Rennec shall cast message on them before they enter the tower.


Male Human (Varisian) Cleric 1 | HP 8/8 | AC 13 T 13 FF 10 CMD 13 | F +2 R +3 W +5 | Init +3 | Perc +2 | Status: Normal

Cydfrid let the others go first, granting them guidance (+1 to checks) is a roll is needed.


Male Ifrit Paladin 1

Telthes will lead the non-quiet group, with his sword drawn ready for whatever may be below.


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

"Very well." Re'Tulan agrees. He enters the ruins cautiously.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Stealth: 1d20 + 4 ⇒ (10) + 4 = 14


The watchtower interior is gripped in murky darkness. Some light filters in through the cracks and gashes in the stonework, just enough for most humans to still be able to see.

low light, but enough to still see without a torch.

The interior has obviously been searched and ransacked, broken furniture being all that remains.

A set of recent footprints mars the dust and grime, leading to the back of the watchtower ground floor, and leading to a partially closed trapdoor.

No sounds comes from below however.

Perception 20 (includes previously rolled Perception):

Amid the dirt and dust, fine brown hairs speckle the area. No other footprints can be found however.


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

Re'Tulan picks up the hairs. He smells them and tastes them to determine how long they have been laying on the ground removed from their host. Survival: 1d20 + 5 ⇒ (3) + 5 = 8 He spits them out and continues to inch forward.


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

At this point I am assuming only Re'Tulan can see what's in the room, and maybe Telthes as he would be closest to the door out of myself, him and Cydfrid

Seeing Re'Tulan enter, Rennec waits for about half a minute before seaking to him, via message,

"What have you found?"


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8

"The same hairs as before, and broken furniture. I will be sure to inform you if I find anything." Re'Tulan whispers back


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

I should note that everything that is whispered to me via message I will share with Telthes and Cydfrid immediately.


Sounds good.

Re'Tulan, what's the Survival check attempting to do?

Remember, there's an abandoned lantern outside if needed.


Male Half-Elf AC 17, touch 13, flat-footed 14 CMB +3; CMD 16 Ranger(Guide) 1Init +3; Senses low-light vision; Perception +8
Re'Tulan wrote:
Re'Tulan picks up the hairs. He smells them and tastes them to determine how long they have been laying on the ground removed from their host. [dice=Survival]1d20+5 He spits them out and continues to inch forward.

Thought that was pretty cut and dry. Smelling and tasting the hairs to determine how long they have been removed from their host. Tracking to put it simply.


Male Ifrit Paladin 1
Garagun, Scion of Fire wrote:

Sounds good.

Re'Tulan, what's the Survival check attempting to do?

Remember, there's an abandoned lantern outside if needed.

I did say that Telthes was going to look at it and the stuff by it. But Telthes himself doesn't need it with DV 60 ft.


Prepared Spells:
Acid Dart 5/7 | Level 0: DC 14/15 Dancing Lights Detect Magic Message Level 1: DC 15/16 Enlarge Person Mage armor Grease Spontaneous Spell
Ratfolk Wizard 1 HP 7/7| AC 14, touch 14, flat-footed 11| Fort +1, Ref +3, Will +2| Init +4 Perc +2 Dark Vision 60 ft | Concentration +6

If it becomes to dark for Re'Tulan or Celebnen to see then the two groups may as well go as one group since a light source makes stealth all but impossible in the dungeon, in which case I can just use dancing lights so that everyone's hands are free


Rogue 1 | HP 9/10 | AC: 15 T:13 FF:12 | F:0 R:+5 W:+1 | CMB+2 CMD 15 | Init. +3 | Perception: +8

Celebnen stays close to Re'Tulan and watches as he spits out the hair from his mouth. He holds his comments caring only so much as it allows them to move on. He moves with his elven blade drawn inching forward.


My apologies Re'Tulan, I must have misread the first part. Telthes as well... must be getting old.

Telthes' inspection of the lantern reveals it to be partially filled, the jugs besides it filled with more oil. Whoever left it here probably fully expected to come back for it.

Re'Tulan, the hairs taste horrible, like brackish mud. You don't succeed in determining how long they were there, but judging by how they're on top of all the dust, probably not that long ago.

Let's not stagnate too long then.

This room seems to have no more secrets to share, the trapdoor at the back beckons you closer.

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